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Citing this Article

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Published on 25.08.17 in Vol 5, No 3 (2017): Jul-Sept

This paper is in the following e-collection/theme issue:

Works citing "User Perspectives on Exergames Designed to Explore the Hemineglected Space for Stroke Patients With Visuospatial Neglect: Usability Study"

According to Crossref, the following articles are citing this article (DOI 10.2196/games.8013):

(note that this is only a small subset of citations)

  1. Thirumalai M, Kirkland WB, Misko SR, Padalabalanarayanan S, Malone LA. Adapting the Wii Fit Balance Board to Enable Active Video Game Play by Wheelchair Users: User-Centered Design and Usability Evaluation. JMIR Rehabilitation and Assistive Technologies 2018;5(1):e2
    CrossRef
  2. Pallesen H, Andersen MB, Hansen GM, Lundquist CB, Brunner I. Patients’ and Health Professionals’ Experiences of Using Virtual Reality Technology for Upper Limb Training after Stroke: A Qualitative Substudy. Rehabilitation Research and Practice 2018;2018:1
    CrossRef
  3. Tobler-Ammann BC, Weise A, Knols RH, Watson MJ, Sieben JM, de Bie RA, de Bruin ED. Patients’ experiences of unilateral spatial neglect between stroke onset and discharge from inpatient rehabilitation: a thematic analysis of qualitative interviews. Disability and Rehabilitation 2020;42(11):1578
    CrossRef
  4. Morse H, Biggart L, Pomeroy V, Rossit S. Exploring perspectives from stroke survivors, carers and clinicians on virtual reality as a precursor to using telerehabilitation for spatial neglect post-stroke. Neuropsychological Rehabilitation 2022;32(5):767
    CrossRef
  5. Baltaduonienė D, Kubilius R, Berškienė K, Vitkus L, Petruševičienė D. Change of cognitive functions after stroke with rehabilitation systems. Translational Neuroscience 2019;10(1):118
    CrossRef
  6. Huygelier H, Schraepen B, Lafosse C, Vaes N, Schillebeeckx F, Michiels K, Note E, Vanden Abeele V, van Ee R, Gillebert CR. An immersive virtual reality game to train spatial attention orientation after stroke: A feasibility study. Applied Neuropsychology: Adult 2022;29(5):915
    CrossRef
  7. Surer E, Erkayaoğlu M, Öztürk ZN, Yücel F, Bıyık EA, Altan B, Şenderin B, Oğuz Z, Gürer S, Düzgün H. Developing a scenario-based video game generation framework for computer and virtual reality environments: a comparative usability study. Journal on Multimodal User Interfaces 2021;15(4):393
    CrossRef
  8. . Better, Virtually: the Past, Present, and Future of Virtual Reality Cognitive Behavior Therapy. International Journal of Cognitive Therapy 2021;14(1):23
    CrossRef
  9. Hendrickx R, van der Avoird T, Pilot P, Kerkhoffs G, Schotanus M. Exergaming as a Functional Test Battery in Patients Who Received Arthroscopic Ankle Arthrodesis: Cross-sectional Pilot Study. JMIR Rehabilitation and Assistive Technologies 2021;8(2):e21924
    CrossRef
  10. Yildirim O, Surer E. Developing Adaptive Serious Games for Children With Specific Learning Difficulties: A Two-phase Usability and Technology Acceptance Study. JMIR Serious Games 2021;9(2):e25997
    CrossRef
  11. Cavedoni S, Cipresso P, Mancuso V, Bruni F, Pedroli E. Virtual reality for the assessment and rehabilitation of neglect: where are we now? A 6-year review update. Virtual Reality 2022;26(4):1663
    CrossRef
  12. Nguyen CM, Uy J, Serrada I, Hordacre B. Quantifying patient experiences with therapeutic neurorehabilitation technologies: a scoping review. Disability and Rehabilitation 2023;:1
    CrossRef
  13. Krishnan S, Mandala MA, Wolf SL, Howard A, Kesar TM. Perceptions of stroke survivors regarding factors affecting adoption of technology and exergames for rehabilitation. PM&R 2023;15(11):1403
    CrossRef
  14. Ndulue C, Orji R. Games for Change—A Comparative Systematic Review of Persuasive Strategies in Games for Behavior Change. IEEE Transactions on Games 2023;15(2):121
    CrossRef
  15. Napetschnig A, Brixius K, Deiters W. Development of a Core Set of Quality Criteria for Virtual Reality Applications Designed for Older Adults: Multistep Qualitative Study. Interactive Journal of Medical Research 2023;12:e45433
    CrossRef
  16. Gürer S, Surer E, Erkayaoğlu M. MINING-VIRTUAL: A comprehensive virtual reality-based serious game for occupational health and safety training in underground mines. Safety Science 2023;166:106226
    CrossRef
  17. Villeneuve M, Ogourtsova T, Deblock-Bellamy A, Blanchette A, Bühler MA, Fung J, McFadyen BJ, Menon A, Perez C, Sangani S, Lamontagne A. Development of a virtual reality-based intervention for community walking post stroke: an integrated knowledge translation approach. Disability and Rehabilitation 2023;:1
    CrossRef
  18. Bousché E, Bakker MDJ, Holstege MS, Huygelier H, Nijboer TCW, Brinkhof E, Haver O, Jansen M, van de Moosdijk C, Timmerarends-Van Eck A. Virtual and augmented reality gamification of visuospatial neglect treatment: therapists’ user experience. BMC Digital Health 2024;2(1)
    CrossRef
  19. Cavioni V, Conte E, Ornaghi V. Promoting teachers' wellbeing through a serious game intervention: a qualitative exploration of teachers' experiences. Frontiers in Psychology 2024;15
    CrossRef

According to Crossref, the following books are citing this article (DOI 10.2196/games.8013):

  1. Ferreira A, Hanchar A, Menezes V, Giesteira B, Quaresma C, Pestana S, de Sousa AP, Neves P, Fonseca M. HCI International 2022 – Late Breaking Posters. 2022. Chapter 66:528
    CrossRef